Barotrauma Client Doc
Barotrauma.Items.Components.Turret Member List

This is the complete list of members for Barotrauma.Items.Components.Turret, including all inherited members.

ActiveProjectilesBarotrauma.Items.Components.Turret
ActiveUserBarotrauma.Items.Components.Turret
AddToGUIUpdateList(int order=0)Barotrauma.Items.Components.ItemComponentvirtual
AddTooltipInfo(ref LocalizedString name, ref LocalizedString description)Barotrauma.Items.Components.ItemComponentvirtual
AIContainItems< T >(ItemContainer container, Character character, AIObjective currentObjective, int itemCount, bool equip, bool removeEmpty, bool spawnItemIfNotFound=false, bool dropItemOnDeselected=false)Barotrauma.Items.Components.ItemComponentprotected
AICurrentTargetPriorityMultiplierBarotrauma.Items.Components.Turret
AimDelayBarotrauma.Items.Components.Turret
AIRangeBarotrauma.Items.Components.Turret
AIUpdateIntervalBarotrauma.Items.Components.ItemComponentprotectedstatic
aiUpdateTimerBarotrauma.Items.Components.ItemComponentprotected
AllowInGameEditingBarotrauma.Items.Components.ItemComponent
AllowUIOverlapBarotrauma.Items.Components.ItemComponent
AlternatingFiringOffsetBarotrauma.Items.Components.Turret
AlternativeLayoutBarotrauma.Items.Components.ItemComponent
ApplyStatusEffects(ActionType type, float deltaTime, Character character=null, Limb targetLimb=null, Entity useTarget=null, Character user=null, Vector2? worldPosition=null, float afflictionMultiplier=1.0f)Barotrauma.Items.Components.ItemComponent
AutoOperateBarotrauma.Items.Components.Turret
BarrelPosBarotrauma.Items.Components.Turret
BarrelSpriteBarotrauma.Items.Components.Turret
BaseRotationBarotrauma.Items.Components.Turret
canBeCombinedBarotrauma.Items.Components.ItemComponentprotected
CanBeCombinedBarotrauma.Items.Components.ItemComponent
canBePickedBarotrauma.Items.Components.ItemComponentprotected
CanBePickedBarotrauma.Items.Components.ItemComponent
canBeSelectedBarotrauma.Items.Components.ItemComponentprotected
CanBeSelectedBarotrauma.Items.Components.ItemComponent
ChangedConnectionsBarotrauma.Items.Components.Poweredstatic
CharacterUsableBarotrauma.Items.Components.ItemComponent
characterUsableBarotrauma.Items.Components.ItemComponentprotected
ClientEventRead(IReadMessage msg, float sendingTime)Barotrauma.Items.Components.Turret
CombatPriorityBarotrauma.Items.Components.ItemComponent
Combine(Item item, Character user)Barotrauma.Items.Components.ItemComponentvirtual
CorrectionDelayBarotrauma.Items.Components.ItemComponentprotectedstatic
correctionTimerBarotrauma.Items.Components.ItemComponentprotected
CreateEditingHUD(SerializableEntityEditor editor)Barotrauma.Items.Components.ItemComponentvirtual
CreateGUI()Barotrauma.Items.Components.ItemComponentprotectedvirtual
CrewAIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)Barotrauma.Items.Components.Turretvirtual
CurrPowerConsumptionBarotrauma.Items.Components.Powered
currPowerConsumptionBarotrauma.Items.Components.Poweredprotected
DamageMultiplierBarotrauma.Items.Components.Turret
DefaultLayoutBarotrauma.Items.Components.ItemComponent
DegreeOfSuccess(Character character)Barotrauma.Items.Components.ItemComponent
DegreeOfSuccess(Character character, List< Skill > requiredSkills)Barotrauma.Items.Components.ItemComponent
DelayBetweenBurstsBarotrauma.Items.Components.Turret
delayedCorrectionCoroutineBarotrauma.Items.Components.ItemComponentprotected
DeleteOnUseBarotrauma.Items.Components.ItemComponent
DisabledRequiredItemsBarotrauma.Items.Components.ItemComponent
DisallowSellingItemsFromContainerBarotrauma.Items.Components.ItemComponent
DisplayMsgBarotrauma.Items.Components.ItemComponent
DontTransferInventoryBetweenSubsBarotrauma.Items.Components.ItemComponent
Draw(SpriteBatch spriteBatch, bool editing=false, float itemDepth=-1, Color? overrideColor=null)Barotrauma.Items.Components.Turret
DrawableBarotrauma.Items.Components.ItemComponent
DrawHUD(SpriteBatch spriteBatch, Character character)Barotrauma.Items.Components.Turretvirtual
DrawHudWhenEquippedBarotrauma.Items.Components.ItemComponent
DrawSizeBarotrauma.Items.Components.Turret
Drop(Character dropper, bool setTransform=true)Barotrauma.Items.Components.ItemComponentvirtual
Equip(Character character)Barotrauma.Items.Components.ItemComponentvirtual
ExtractEventData< T >(NetEntityEvent.IData data)Barotrauma.Items.Components.ItemComponentprotected
FiringOffsetBarotrauma.Items.Components.Turret
FiringRotationSpeedModifierBarotrauma.Items.Components.Turret
flipFiringOffsetBarotrauma.Items.Components.Turret
FlipX(bool relativeToSub)Barotrauma.Items.Components.Turretvirtual
FlipY(bool relativeToSub)Barotrauma.Items.Components.Turretvirtual
FriendlyTagBarotrauma.Items.Components.Turret
GetAvailableInstantaneousBatteryPower()Barotrauma.Items.Components.Poweredprotected
GetConnectionPowerOut(Connection conn, float power, PowerRange minMaxPower, float load)Barotrauma.Items.Components.Poweredvirtual
GetCurrentPowerConsumption(Connection conn=null)Barotrauma.Items.Components.Turretvirtual
GetDirectlyConnectedBatteries()Barotrauma.Items.Components.Poweredprotected
GetDrawPos()Barotrauma.Items.Components.Turret
GetLinkUIToComponent()Barotrauma.Items.Components.ItemComponent
GetPowerRequiredToShoot()Barotrauma.Items.Components.Turret
GetRecoilOffset()Barotrauma.Items.Components.Turret
GetReplacementOrThis()Barotrauma.Items.Components.ItemComponent
GetSkillMultiplier()Barotrauma.Items.Components.ItemComponentvirtual
GetTextureDirectory(ContentXElement subElement)Barotrauma.Items.Components.ItemComponentprotected
GridResolved(Connection conn)Barotrauma.Items.Components.Poweredvirtual
GridsBarotrauma.Items.Components.Poweredstatic
GuiFrameBarotrauma.Items.Components.ItemComponent
GuiFrameOffsetBarotrauma.Items.Components.ItemComponent
HasAccess(Character character)Barotrauma.Items.Components.ItemComponentvirtual
HasPowerToShoot()Barotrauma.Items.Components.Turret
HasRequiredContainedItems(Character user, bool addMessage, LocalizedString msg=null)Barotrauma.Items.Components.ItemComponent
HasRequiredItems(Character character, bool addMessage, LocalizedString msg=null)Barotrauma.Items.Components.ItemComponentvirtual
HasRequiredSkills(Character character)Barotrauma.Items.Components.ItemComponent
HasRequiredSkills(Character character, out Skill insufficientSkill)Barotrauma.Items.Components.ItemComponent
HasSoundsBarotrauma.Items.Components.ItemComponent
HasSoundsOfTypeBarotrauma.Items.Components.ItemComponent
HideBarrelWhenBrokenBarotrauma.Items.Components.Turret
HudLayerBarotrauma.Items.Components.ItemComponent
HudPriorityBarotrauma.Items.Components.ItemComponent
HudTintBarotrauma.Items.Components.Turret
InheritParentIsActiveBarotrauma.Items.Components.ItemComponent
InheritStatusEffectsBarotrauma.Items.Components.ItemComponent
IsActiveBarotrauma.Items.Components.Powered
IsActiveConditionalComparisonBarotrauma.Items.Components.ItemComponent
IsActiveConditionalsBarotrauma.Items.Components.ItemComponent
IsActiveTimerBarotrauma.Items.Components.ItemComponent
IsEmpty(Character user)Barotrauma.Items.Components.ItemComponent
IsWithinAimingRadius(Vector2 target)Barotrauma.Items.Components.Turret
itemBarotrauma.Items.Components.ItemComponentprotected
ItemBarotrauma.Items.Components.ItemComponent
ItemComponent(Item item, ContentXElement element)Barotrauma.Items.Components.ItemComponent
ItemUseInfo(Item Item, Character User)Barotrauma.Items.Components.ItemComponent
LaunchImpulseBarotrauma.Items.Components.Turret
LaunchWithoutProjectileBarotrauma.Items.Components.Turret
LinkUIToComponentBarotrauma.Items.Components.ItemComponent
Load(ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap)Barotrauma.Items.Components.Turretvirtual
Barotrauma::Items::Components::Powered.Load(ContentXElement element, Item item, bool errorMessages=true)Barotrauma.Items.Components.ItemComponentstatic
LockGuiFramePositionBarotrauma.Items.Components.ItemComponent
ManuallySelectedSoundBarotrauma.Items.Components.ItemComponent
MaxActiveProjectilesBarotrauma.Items.Components.Turret
MaxAngleOffsetBarotrauma.Items.Components.Turret
MaxChargeTimeBarotrauma.Items.Components.Turret
MaxOverVoltageFactorBarotrauma.Items.Components.Poweredprotectedstatic
MinMaxPowerOut(Connection conn, float load=0)Barotrauma.Items.Components.Poweredvirtual
MinVoltageBarotrauma.Items.Components.Powered
Move(Vector2 amount, bool ignoreContacts=false)Barotrauma.Items.Components.Turretvirtual
MsgBarotrauma.Items.Components.ItemComponent
NameBarotrauma.Items.Components.ItemComponent
nameBarotrauma.Items.Components.ItemComponentprotected
NeedsSoundUpdate()Barotrauma.Items.Components.ItemComponent
OnActiveStateChangedBarotrauma.Items.Components.ItemComponent
OnGUIParentChanged(RectTransform newParent)Barotrauma.Items.Components.ItemComponentprotected
OnInventoryChanged()Barotrauma.Items.Components.ItemComponentvirtual
OnItemLoaded()Barotrauma.Items.Components.Turretvirtual
OnMapLoaded()Barotrauma.Items.Components.Turretvirtual
OnPlayerSkillsChanged()Barotrauma.Items.Components.ItemComponentvirtual
OnResolutionChanged()Barotrauma.Items.Components.ItemComponentprotectedvirtual
OnScaleChanged()Barotrauma.Items.Components.ItemComponentvirtual
OnUsedBarotrauma.Items.Components.ItemComponent
originalElementBarotrauma.Items.Components.ItemComponent
ParentBarotrauma.Items.Components.ItemComponent
ParseMsg()Barotrauma.Items.Components.ItemComponentvirtual
Pick(Character picker)Barotrauma.Items.Components.ItemComponentvirtual
PickingMsgBarotrauma.Items.Components.ItemComponent
PickingTimeBarotrauma.Items.Components.ItemComponent
PickKeyBarotrauma.Items.Components.ItemComponent
PlaySound(ActionType type, Character user=null)Barotrauma.Items.Components.ItemComponent
PowerConsumptionBarotrauma.Items.Components.Powered
powerConsumptionBarotrauma.Items.Components.Poweredprotected
Powered(Item item, ContentXElement element)Barotrauma.Items.Components.Powered
PoweredByTinkeringBarotrauma.Items.Components.Powered
PoweredListBarotrauma.Items.Components.Poweredstatic
powerInBarotrauma.Items.Components.Poweredprotected
PriorityBarotrauma.Items.Components.Poweredprotected
ProjectileCountBarotrauma.Items.Components.Turret
RandomAimAmountBarotrauma.Items.Components.Turret
RandomAimMaxTimeBarotrauma.Items.Components.Turret
RandomAimMinTimeBarotrauma.Items.Components.Turret
RandomMovementBarotrauma.Items.Components.Turret
ReceiveSignal(Signal signal, Connection connection)Barotrauma.Items.Components.Turretvirtual
RecoilDistanceBarotrauma.Items.Components.Turret
RecoilTimeBarotrauma.Items.Components.Turret
RecreateGUIOnResolutionChangeBarotrauma.Items.Components.ItemComponent
RelativeVoltageBarotrauma.Items.Components.Powered
ReleaseGuiFrame()Barotrauma.Items.Components.ItemComponentprotected
ReloadBarotrauma.Items.Components.Turret
ReloadGuiFrame()Barotrauma.Items.Components.ItemComponentprotected
Remove()Barotrauma.Items.Components.ItemComponent
RemoveComponentSpecific()Barotrauma.Items.Components.Turretprotectedvirtual
RemoveOnCombinedBarotrauma.Items.Components.ItemComponent
removeOnCombinedBarotrauma.Items.Components.ItemComponentprotected
ReplacedByBarotrauma.Items.Components.ItemComponent
requiredItemsBarotrauma.Items.Components.ItemComponent
requiredSkillsBarotrauma.Items.Components.ItemComponent
Reset()Barotrauma.Items.Components.ItemComponentvirtual
RetractionDelayBarotrauma.Items.Components.Turret
RetractionDurationMultiplierBarotrauma.Items.Components.Turret
RotationBarotrauma.Items.Components.Turret
RotationLimitsBarotrauma.Items.Components.Turret
RotationSpeedHighSkillBarotrauma.Items.Components.Turret
RotationSpeedLowSkillBarotrauma.Items.Components.Turret
Save(XElement parentElement)Barotrauma.Items.Components.ItemComponentvirtual
SecondaryUse(float deltaTime, Character character=null)Barotrauma.Items.Components.ItemComponentvirtual
Select(Character character)Barotrauma.Items.Components.ItemComponentvirtual
SelectKeyBarotrauma.Items.Components.ItemComponent
SerializablePropertiesBarotrauma.Items.Components.ItemComponent
ServerEventWrite(IWriteMessage msg, Client c, NetEntityEvent.IData extraData=null)Barotrauma.Items.Components.Turret
SetRequiredItems(ContentXElement element, bool allowEmpty=false)Barotrauma.Items.Components.ItemComponent
ShallowRemove()Barotrauma.Items.Components.ItemComponent
ShallowRemoveComponentSpecific()Barotrauma.Items.Components.ItemComponentprotectedvirtual
ShotsPerBurstBarotrauma.Items.Components.Turret
ShouldDrawHUD(Character character)Barotrauma.Items.Components.ItemComponentvirtual
ShowChargeIndicatorBarotrauma.Items.Components.Turret
ShowProjectileIndicatorBarotrauma.Items.Components.Turret
SingleChargedShotBarotrauma.Items.Components.Turret
SpeedBarotrauma.Items.Components.ItemComponent
SpinningBarrelDistanceBarotrauma.Items.Components.Turret
SpreadBarotrauma.Items.Components.Turret
SpringDampingHighSkillBarotrauma.Items.Components.Turret
SpringDampingLowSkillBarotrauma.Items.Components.Turret
SpringStiffnessHighSkillBarotrauma.Items.Components.Turret
SpringStiffnessLowSkillBarotrauma.Items.Components.Turret
StartDelayedCorrection(IReadMessage buffer, float sendingTime, bool waitForMidRoundSync=false)Barotrauma.Items.Components.ItemComponentprotected
statusEffectListsBarotrauma.Items.Components.ItemComponent
StopLoopingSound()Barotrauma.Items.Components.ItemComponent
StopSounds(ActionType type)Barotrauma.Items.Components.ItemComponent
TargetCharactersBarotrauma.Items.Components.Turret
TargetHumansBarotrauma.Items.Components.Turret
TargetItemsBarotrauma.Items.Components.Turret
TargetMonstersBarotrauma.Items.Components.Turret
TargetSubmarinesBarotrauma.Items.Components.Turret
TransformedBarrelPosBarotrauma.Items.Components.Turret
TryCreateDragHandle()Barotrauma.Items.Components.ItemComponentprotected
TryExtractEventData< T >(NetEntityEvent.IData data, out T componentData)Barotrauma.Items.Components.ItemComponentprotected
Turret(Item item, ContentXElement element)Barotrauma.Items.Components.Turret
UIElementHeightBarotrauma.Items.Components.Turret
Unequip(Character character)Barotrauma.Items.Components.ItemComponentvirtual
Update(float deltaTime, Camera cam)Barotrauma.Items.Components.Turretvirtual
UpdateAutoOperate(float deltaTime, bool ignorePower, Identifier friendlyTag=default)Barotrauma.Items.Components.Turret
UpdateBroken(float deltaTime, Camera cam)Barotrauma.Items.Components.Turretvirtual
UpdateEditing(float deltaTime)Barotrauma.Items.Components.Turretvirtual
UpdateGrids(bool useCache=true)Barotrauma.Items.Components.Poweredstatic
UpdateHUD(Character character, float deltaTime, Camera cam)Barotrauma.Items.Components.ItemComponent
UpdateHUDComponentSpecific(Character character, float deltaTime, Camera cam)Barotrauma.Items.Components.Turretvirtual
UpdateIntervalBarotrauma.Items.Components.Poweredprotectedstatic
UpdateLightComponents()Barotrauma.Items.Components.Turret
UpdateOnActiveEffects(float deltaTime)Barotrauma.Items.Components.Poweredprotected
UpdatePower(float deltaTime)Barotrauma.Items.Components.Poweredstatic
UpdateSounds()Barotrauma.Items.Components.ItemComponent
UpdateWhenInactiveBarotrauma.Items.Components.ItemComponent
Use(float deltaTime, Character character=null)Barotrauma.Items.Components.Turretvirtual
UseAlternativeLayoutBarotrauma.Items.Components.ItemComponent
ValidateEventData(NetEntityEvent.IData data)Barotrauma.Items.Components.ItemComponentvirtual
ValidPowerConnection(Connection conn1, Connection conn2)Barotrauma.Items.Components.Poweredstatic
VoltageBarotrauma.Items.Components.Powered
VulnerableToEMPBarotrauma.Items.Components.Powered
WasUsedBarotrauma.Items.Components.ItemComponent
WeaponIndicatorSpriteBarotrauma.Items.Components.Turret